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U.S. computer and video game sales from 2000 to 2015

Computer and video game sales in the United States from 2000 to 2015 (in billion U.S. dollars)

This timeline shows data on computer and video game sales in the United States from 2000 to 2015. Sales grew from 5.5 billion U.S. dollars to 16.5 billion in this period. Computer and video game sales in the United States have risen steadily since 2000, reaching a peak of 17.1 billion U.S. dollars in 2010 before falling to 15.2 billion U.S. dollars in 2012. Since then, the market has recovered and the latest calculations indicate revenue from computer and video game sales reached 16.5 billion U.S. dollars in 2015. Monthly revenue figures reveal a common pattern in game sales in the United States. Generally, the video game industry celebrates its highest sales during the winter holiday months, when revenues spike significantly as video games make very popular Christmas gifts.

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This timeline shows data on computer and video game sales in the United States from 2000 to 2015. Sales grew from 5.5 billion U.S. dollars to 16.5 billion in this period. Computer and video game sales in the United States have risen steadily since 2000, reaching a peak of 17.1 billion U.S. dollars in 2010 before falling to 15.2 billion U.S. dollars in 2012. Since then, the market has recovered and the latest calculations indicate revenue from computer and video game sales reached 16.5 billion U.S. dollars in 2015. Monthly revenue figures reveal a common pattern in game sales in the United States. Generally, the video game industry celebrates its highest sales during the winter holiday months, when revenues spike significantly as video games make very popular Christmas gifts.

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Release date

April 2016

Region

United States

Survey time period

2000 to 2015

Supplementary notes

* Figures for 2009 to 2015 include total consumer spend, including subscriptions, digital full games, digital add-on content, mobile apps, social network gaming, and other physical delivery. 2000-2008 figures are sales of new physical content at retail exclusively and come from previous editions of the report.

More information

Region

United States

Survey time period

2000 to 2015

Supplementary notes

* Figures for 2009 to 2015 include total consumer spend, including subscriptions, digital full games, digital add-on content, mobile apps, social network gaming, and other physical delivery. 2000-2008 figures are sales of new physical content at retail exclusively and come from previous editions of the report.

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